Sevant
I Might Verify This Top 15 Level Soon... (Dignity in 2 runs)
updated
this level perfectly lands in the "good gameplay bad deco" category for me, i kinda wish more levels like this exisdted where the deco is bad but the gp makes up for it. very sightreadable and easy to parse, but still over time i found a few minor chokepoints and the dual at the end takes some time to understand how to pass consistently. still good level, just impossible experience
my point that sayodevice is useless and mad68he is the new meta stands even stronger now than when i made a post about it. mad68he is almost the same price, but compared to sayo:
- its a normal keryboard
- it has better stock switches than jade pro switches on the sayo with all adjustments i tried to do to make them better
- its easier to spam on
- its much better for ship control
- (i think since its a full keyboard) it comes with less of a risk of malfunctioning
- you dont need spare switches if a switch breaks cause some keys like page up and down are useless for me at least
- it will give you a switch puller (sayo doesnt come with one)
- idk why but i dont ghet wrist pains from playing slaughter on mad68he (had the problem on a sayo, but could just be an early game thing)
in every other aspect mad68he and sayo are equal. there isnt a single aspect in which mad68he is worse than a sayo. not even one.
immediately after switching over to mad68he i finished off unnerfed diabolic clubstep with the best consistency of my gd career and have 79 14-80 and 23-100 (+ 23-63 and 57-100 2 attempts in a row, and one more 23-100 on a sayo) on slaughter with also very good drop consistency so theres no doubt in my mind its better than sayodevice. when playing on a sayo spam wise i felt handicapped compared to even a fucking membrane keyboard i used to play on way before, so it was that bad
All KrmaL levels complete. I REALLY wish I enjoyed this level, but I have zero patience with non list demons, even with a lot of list demons I don't have patience bro everything seems to easy to be worth the time. The UFO and the ship in the middle were somehow complete rng EVEN when I had muscle memory, and dying at the 30 ship felt impossible everytime cause, it was balanced for 2.0 60fps and I kept dying in 2.2 240fps cbf. this was taking so long that i eventually mastered these parts but then kept dying to specific spots after them multiple times :::DDDDDDDDDDDDDDDDDDDD I'm coming back to Slaughterhouse now, perhaps I would be able to progress further even with my super limited playtime moving forward
only one rated krmal level left - low death.
i have to say i really love the song in this level from the standpoint of tension it creates in the second half of the level. even tho it does have a weird sound design i cant deny it does an excellent job at building tension towards the end
this was actually a lot easier to learn than i expected
This is pretty much the caliber of difficulty this level was in during March-August 2021, it had been undergoing numberless little changes every day but the difficulty stayed pretty much the same the whole time (even though I still think the level was overall getting harder bit by bit). The thought that I beat the level on the dream version is so fulfilling and liberating. Despite the version I beat in 2021 still being very hard, it was extremely unsatisfying having that verified instead of this version that has the balancing and difficulty I was going for originally. I added 2 structures (a spike at 34% and the spike formations at 55%) from the version Microzz had because these structures were present in the true unnerfed but not in the version Zregus had (Zregus' unnerfed is underbuffed, Microzz's unnerfed is nerfed from the true unnerfed), and it'd probably be impossible to get any closer to the true unnerfed.
If I were to write a detailed description for this completion I'd easily exceed character limit so I'll try to be brief.
This is the toughest grind I've ever put myself through, and it was also an incredibly hard experience mentally. I always felt feeble and vulnerable to this level, and finally, there was a level that, instead of feeling like "a waste of time cause it's not hard enough", it felt "so hard I wasn't even sure I could beat it". I haven't felt this way again ever since I beat Zaphkiel on 60fps. Not even Slaughterhouse was able to evoke that feeling.
Regarding the difficulty, I wanted to give a detailed description, but really, more or less, the entire level plays like Kyouki - a solid wall of timings and an incredible test of patience and stamina. The difference is, unnerfed Diabolic Clubstep is less learny, requires a lower cps, more precision and reacting, and it has chokepoints scattered around gameplay that still has tightly packed difficulty across the whole length even without them. The level doesn't have very significant difficulty swings, but for the longest time I believed that 65-100% is free (cause it is in the official version), and having to break that mindset made this experience even more difficult.
Harder than Slaughterhouse, maybe harder than Acheron, easier than Zaphkiel on 60fps.
This version has triple the amount of 60fps frame perfects in the official version. If we call this a second rebeat of Diabolic Clubstep for simplicity, then this second rebeat (where I already have the basic muscle memory) alone, without old attempts, still took me more attempts than learning AND beating SWI for the first time a year ago. Once you realize the attempts count grows exponentially slower after you've learned the level, my attempts count on the unnerfed is just shocking even if 250k old attempts are ignored.
Thank you everyone for supporting me and believing in me. This was arguably the worst experience I've ever had in this game, and there are 2 takeaways from it for me:
1) never be quick or serious about nerfing your verification - you might overrate how much easier and better this would actually make your experience, and you might end up disappointed afterwards;
2) levels with perfect balancing are either my weak point, or they're simply not my thing, but I'm hoping it's the first.
What the fuck was I even doing trying to verify this in 2021 on 60hz with a membrane keyboard. No wonder the best I was able to do was 39%, 37-74% and 61-100%. Actually, that IS a wonder I was able to get these runs before Tartarus was even dethroned - it's genuinely unbelievable how much I was underrating the level during the verification.
oh yeah these levels cause i beat them with level edit (leminscate - better ldm and probably nerfed by accident; zettabyte - fixed transition to last part cause it was apparently buggy at the time? still not sure about it + probably made the ldm stronger). now i beat them legit
Previous showcase: youtu.be/FHRwzT0Dumc
ID: 121639703
LEVEL SET AS AN OPEN VERIFICATION (NEARLY IMPOSSIBLE WITH CBF BECAUSE OF SWIFT CLICKS)
DIFFICULTY - TOP 1-5 (after nerfdate)
List of changes made after the previous showcase:
- removed skips/swag routes
- added subtle radial blur at the 8 space ball
- added text that confirms this level is my entry for the creator contests mentioned in the title, which can be disabled with the LDM (the text is at the end of the cube and the robot parts)
- added death effect after the first cube
- enabled hide attempts for the entirety of the level
- disabled death sound effect after the spider
- fixed the drop sound effects only working on the first attempt
- added grayscale at the drop
- nerfed fixed hitboxes in the doubleclick segment at 39-44% (scaled down from 1.5 to 1.25)
- nerfed portal clicks in the 1 space ball (from 2 frames on 240fps to 4-5 frames + swift click swag route fixes made less aggressive)
- increased reaction time for the last bit of gameplay (which is randomized)
i didnt even intend to try to beat the level today and just wanted to get past the rainbow part without a secret way once. then i realized that (maybe) the desync only happens on the first attempt and i believed i was screwed cause i had to play the level with broken sync with no way to fix it mid attempt. also i wasnt even sure about myself being able to do fast parts (except the ending which i overpracticed) from 0, this attempt was PURELY EXPERIMENTAL and i just wanted to see how i do from 0.
after i passed the triple speed part with black structures i realized this attempt has to be something serious, and i managed to get through with pretty much zero slip ups/scary moments. then i got to the ending and i knew "i overpracticed this part, i know it the best so lock the FUCK in", and then 94. HOW THE FUCK DID I SURVIVE THAT SHIT, ITS NOT BELIEVABLE, ESPECIALLY WITH EXPERIENCES I TEND TO GET ALMOST EVERYTIME. i dont even know how ther fuck i missed the orb and how i survived by spamming out of frustration thinking i had died. just WHAT IS THIS BRO. this is definitely one of the most surreal completions ive ever had. THANK GOD I FLUKED THIS OF ALL LEVELS, THATS GONNA SAVE ME SO MUCH TIME.
also ill update agony in the coming dfays so it is 100% ready to be submitted as my entry to matmarts horror creator contest. and ofc i will be grinding unnerfed diabolic again, thank god i can forget about eon now and truly lock in... the relief after this attempt is insane
i might genuinely be switching to mad68he for good. even tho i i like tyhe sound of sayo clicks a lot more, mad68he clicks aint that bad either and the switches are much more sturdy
NOW IM FREEEEEEEE IM RETURNING TO UNNERFED DIABOLIC CLUBSTEP YES
dying to a bug
despite this level being way easier than the difficulty range i prefer, i enjoyed it, and had decent luck for once (only 1 death after 56 and i technically beat it twice). most of the level took a while to get consistent on but its nowhere near as scary as i imagined it to be, literally every single part of the level i overthank (except 22%, this specific percent is SO ass)
unnerfed diabolic is becoming harder and harder the more i play it ngl, when my 2 best attempts were 77 and 83 i had 15 fails past 42, and almost a week later my 2 best attempts are the same but now i have 60 fails past 42. the level itself might genuinely rival slaughterhouse in its difficulty so as a potential new second hardest its gonna be closer to zaphkiel 60fps than the official diabolic clubstep
LDM used for better visibility on ship, UFO and robot.
Details:
0:37 - 0:52 - the double trigger orbs don't let the UFO jump within their hitbox range requiring you to either avoid getting into their hitbox range or doing tripleclicks
1:11 - 1:34 - every click where the ball travels the entire distance between the borders is 2-3 frames on 240fps (almost always 2 from my drop start position)
1:24 - 1:37 - every gravity switch requires clicking twice
1:39 and 1:47 - these blue orbs have multi-activate on and they force you to immediately stop doubleclicking after each black orb sequence
1:56 - 1:57 and 2:04 - every portal click is 2 frames on 240fps from my drop start position
2:02 and 2:04 - each of these 4 black orbs has multi-activate enabled, forcing you to make at least 2 clicks in the same frame to be able to bypass each of the orbs; every such doubleclick is frame-perfect on any fps including 240 and works as a CBF blocker (portal orb doubleclicks are TWO 120fps frame-perfects done in the same frame - one to get in position to avoid the spikes, one to bypass the orb)
2:24 - 2:25 - this part is randomized and you have to react in time and find where an extra spike is to determine whether you should or should not click (if this is not randomized PLEASE tell me, I went insane while making sure the randomization works and I'm still not sure)
After years of legit cognitive work and research on the topic this level is themed around, here it is - my first actual solo project (which Diabolic ClubStep is not quite). I'm so insanely proud to present to this community what I truly consider to be my artistic masterpiece. Overall, I don't think I will ever be able to make a level with such a deep and mysterious concept engraved into it.
The amount of mental work I've poured into this is remarkable. I really tried my hardest to escape the game's boundaries with this, while still making it appear very much like a GD level. It was incredibly hard to maintain balance between avoiding horrible imagery and actually depicting ideas I had in mind to the best of my abilities, within the confines of the Geometry Dash level editor.
I can honestly say that this project wouldn't have been finished, had the 2.2 update not been released. Most of the decoration work has been done after the 2.2 release, despite the level's core conception dating back to 2020, if not 2019.
The level is either top 1 or impossible and it's aimed to stay unchanged difficulty-wise - no nerfs, no buffs. The ball part has 36 120fps frame-perfects, of which 4 (clicks with a multi activate black orb) are also 240fps frame-perfects which unintentionally work as CBF blockers.
Lag shouldn't be an issue in this level despite it using 91k objects. Compared to The Yangire, this level lets you pull a much higher fps even in full detail.
I was invited to the Misanthrope team as a decorator and representative of the Russian community out of nowhere, and I decided I can't refuse the offer since they were looking for my own deco style, the parts were short, and let's be real bro it's Misanthrope. When I saw the layout of it in March 2020, the thought that I would at one point participate in this beast didn't even cross my mind. I had no grounds to believe such a scenario could happen. However, over the course of 5 years I've come a way from an outside observer to a participant, joining the team when it's more fit than ever to get the level decorated.
Decoration finished November 29, 2024.
/// Generic Sevant Yap-Yap Description \\\
Luckily Shyv's and Weo's parts weren't assigned a decorator. Those two parts I liked the most for their structuring and in Weo's case, outstanding gameplay.
I'll be so honest this level should just get verified in an undecorated state, but if I can make at least a minor impact on it turning into a finished project after years of it being in development, I'll go for it. That said, when I did get to decorate a part I tried to be as conservative as I could, not changing any of the gameplay nor structuring, however I also felt some minor touch-ups were needed. Even if the part was going to get decorated, I wanted to preserve its original layout as much as possible. They asked for a grayish color scheme with some tints of red and purple, and luckily I have a bunch of experience with that after AGONY so I was confident in my ability to make something appealing. My personal trick of stacking the same structure on top of itself but with a different size and opacity/HSV made it exponentially easier, it's such a simple trick I have no idea why I can't see anyone else use it consistently.
I think this was my best work before I made new decoration in AGONY. I kept desperately asking for criticism and the feedback I got (as well as the team properly communicating the idea of how the level should be decorated) set me up for truly making something almost flawless. I think I've outdone myself even despite my expectations probably being too high for my standards. I honestly didn't know I was capable of making such great decoration. Truly the power of feedback. Now I'll just sit there and pray Misanthrope gets released even if my efforts would have to go to waste.
If you're wondering, the part has ~4k objects across ~5secs of its gameplay. It might be a little cluttered (even if no one said it was), but I hope it holds up decently with the other parts in its quality and stays decent all the way until the level gets verified.
My part will look a tiny bit different in the level itself since the hosts made some minor adjustments (mostly removing the no touch spikes in the wave spam corridor and making the heart-shaped structure pulse purple instead of being gray).
i tried moving my mic closer to my mouth to try and make my voice louder this way without turning the entire mic into bassboost, but it didnt help, plus it changed the click sounds. not gonna happen again


